Sunday, January 15, 2017

Game 132 - Gorten1 vs Amon1 Slam

Round 2 of Slammage, that list I've never played before:
Gorten1 - 2x Driller, 2x Blaster, 2x Gunner, Wrongeye w/Snapjaw, Rorsh w/Brine, Tinker, Ragman, Aiyanna + Holt, 2x Eliminators, Acosta
Objective: Bunker

Per the motif of the week, it's into a theme!
Amon1 (Creator's Mine) - Reckoner, Castigator, Crusader, Templar, Redeemer, 2x Dervish, 2x Devout, 2x min Choir, 2x Vassal of Menoth, triple wracks
Objective: Stockpile

It's Extraction, hemmed in on the sides by an obstruction/forest with a cloud in the centre.
Aside from that the far side gets a hill, other gets a bonus trench and a forest.

 I lose the roll, pick the side less hassled by the Obstruction/forest. Has a bonus trench, but its usability isn't amazing.


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Round 1: Green blobs are the forest, brown deal is the hill.

The Menites go forward with a leaning toward the left, Heavies sit around the hill with the Templar getting Fortify. Redeemer/Dervish go on the left side of the army block, remaining Dervish/Devout on the right.

I've got the crocs on the far left, that Obstruction looking like a nice spot to hide Wrongeye. Fort Gorten goes centre, the non-spread out nature of the Amonlist means a direct to Ad-Raza will produce the best feat for me. Ninja Pig and Ragman go far right, flag clearing/scoring duty.


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Menoth 2: Amon goes on the hill, in base with the Fortified Templar to stop his death to my feat. Reckoner pops up with them, does a shot into a Gunner that does a chunk of damage. The Redeemer tries to get in on the action, Solid Ground does its job as he lands a single hit that does a light scratch.
Castigator goes to the left flag with Enliven up, Crusader surprises me by running up and jamming the Gnome's fort.
One Dervish gets Enliven and goes to contest the right flag.


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Merc 2: Fair amount of opposing list to chew through, thankfully the armour buff is a single model, so the plan is to just kill what I've been presented with and push the early scoring game. Stockpile means I have to put something into melee with the opposing objective, likely that'll end up as Brine due to threat range reasons.
The right side Bunnies get out of the way, allowing the fully loaded Strength of Granite Driller to go in and pop the Crusader, though it only managed it to the box which was less than pleasing.
Kayazy run around the Castigator, keeping out of Devout Defensive Strike range and countering Enliven.
The death of the Crusader lets Gorten walk up on his little legs to the max, feats on all the opposing jacks bar the Redeemer, pushes them all back, though the back field stops them going to far. Per the plan they do get out of the way of contesting, so that's good.
Aiyanna walks up my backfield, puts Harm on the Castigator.
Fort Gorten reestablishes itself, leaving room for Snapjaw to charge the Castigator and kill it, with room to cast Submerge. Puts the Strength of Granite Driller to shame.
Wrongeye goes up behind, puts up Star Crossed and Submerges.
Acosta runs to the spot the Castigator was, under Star Crossed.

On the right, the other Driller runs up to threaten the opposing Objective, enjoying the brief moment under the sun where a mechanical toilet with a power drill attached out threats machinery blessed by a god.
Ninja Pigs go to the right flag and chill.
Ragman should be running to the left to make Dark Field relevant, instead he chills in the trench due to being silly.

I go to 2 CP.


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Menoth 3:  Amon throws up Mobility, chills behind some jacks.
Reckoner/Devout both stumble to the left flag, boost their two hits and manage to pop and Eliminator and Acosta. Alas.
Redeemer does.....something? I genuinely don't recall.
A Dervish walks around the left of the Obstruction, on a clear Handbag making endeavor.
The Devout on the right runs to contest the right flag, receives Enliven as does the Reckoner.


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Merc 3: I've had my turn of glory, now to solidly attrition it without screwing it up. Plan is to pop the Reckoner/Objective, if I keep the Piggies, Gorten and a Driller going for my next turn think I'm going to go well.
Bunnies move around, killing some Choir and a Vassal Mechanik.
Eliminators go,kill some choir, one engages Amon while the other foolishly goes behind the Reckoner to stop Enliven, when I already had a better plan for that.

Realising to late I'd conflated two plan, I now live in fear of a Synergied Dervish getting into Gorten, so he runs backward and has miscellaneous pieces run in the way.

One Gunner that got an extra focus slams the Reckoner, knocks him, a Devout and the poorly placed Eliminator down.
This lets Aiyanna Harm, Snapjaw then charges up eats the Reckoner, I max him for a bonus attack on the Devout. Mobility means I don't think there's a great spot for Wrongeye to go, so he charges and kills the Devout, then gets a couple scratches on the Redeemer.

Forward Driller charges the Objective, kills it without issue.

Rorsh pops Smoke, lets Brine get into the back of the Enlivened Devout on the right and throw it out of the way.

Mercs go to 4 CP, now to be ninja Dervished!


[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhVelOWLXGY6sKsVCLcxveghwPMmitzKmn2GCRCc24HWnuA60KGRfxdRsHSteIVU9uIet5DxVswnF7wXYgdSrMXvOj0tdxb7vv8ywnHHe0nqwNOMSxXfbh77jrFO0dhbDowJnHAaP1mSo0f/s1600/022+%2528800x450%2529.jpg [/img]
Menoth 4: To my relief the Molik Dervish doesn't swing in, instead the Attrition play happens.
Redeemer punches and kills Wrongeye without to much issue, so Crocs go away.
Templar eats the Driller, centre Dervish slaps down a Spray Bunny.
Far left Dervish runs around the Obstruction.
Remaining Devout gets back to contest the right flag.

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Merc 4: It's kill a devout to win time, Rorsh drops smoke, chills on the flag. Brine goes around the back of the Devout, crits knockdowns the first attack then easily bins it with a couple focus to spare.

Had that failed, the backup plan depended on damage done to the Devout, if no movement then all the Gunners and a Molten Metal happens, if that isn't an option then a spray Bunny slams the right Dervish into the Templar, Gun shots one of the Lights and the Driller/Gorten move to threaten anything approaching the right flag.

[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgxxpfoVaI2tsL30ulJ1fnLd3UlvTIoFtE9dfHG8Tjb7NRWfgiW37iTMyLeN6hNM04BFnqX0ZC1Fvu8HF2DNH83BfR97k64lYyg-FJYPfeqS-1lN61Rh4XX9xS78rBI6Hw5805hHCvbt4Gj/s1600/024+%2528800x450%2529.jpg [/img]
Me on the left, that's an alright clock but not ideal.

Nice to have a good fight, last few games have been way to one sided. Eliminators definitely under utilised in later turns and Ragman was wasted, but otherwise happy with.

 I keep contemplating changing a Blaster to a Gunner, feels like a recipe for infantry mauling though.